Red's Ranger (3.5e Class)

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For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people.

Abilities: Dexterity is one of the Variant Archer's most important abilities due to its close association with its melee-battle prowess. Constitution is second only to dexterity due to the Variant Ranger's need for endurance in the wilder environment of the world. Wisdom is another important ability due to the Variant Ranger's strong reliance upon its sense and its associating with such abilities as Wild Soul.

Races: Elves, who are more in tune with nature, half-elfs who (apparently by global census records) are apparently loners also take up this class to get away from both societies, humans who fancy themselves fronteersmen or hunters, and dwarves (aka, cavers) who patrol the tunnels of their dwarven territories..

Alignment: Any.

Starting Gold: <-starting gold; YdZ->×10 gp (<-average starting gold. This calculated by multiplying the number of die rolls by the die size plus one and mulitplying the result by 5 [Y × (Z + 1) × 5].-> gp).

Weapon and Armor Proficiency: A ranger is proficient with all simple and martial weapons, with light and medium armor and shields (Except tower shields).

Deadly Strike (Ex): At 1st level, a ranger learns to greatly injure and wound his foes. Anytime a rangers target is denied his dexterity bonus to armor or is flat footed, the rangers attack does +1d6 extra damage. At 5th level, it does an additional +1d6 damage. This bonus damage is increased by +1d6 every four levels thereafter. Ranged attacks only do bonus damage if the target is within 30 ft. A ranger can only strike a living creature with a discernible anatomy. Any creature that is immune to critical hits is also invulnerable to this bonus damage. This extra damage stacks with similar special attacks, such as a rogues sneak attack.

Track: At 1st level, the ranger gains Track as a bonus feat.

Wild Trait: At 1st level, the ranger gains a Wild Trait from the list below. He may select an additional trait at 4th level and every four levels thereafter. A trait cannot be selected more than once.

Bloodhound (Ex): The ranger receives a +4 bonus to Survival checks, he may take 10 when making such a check even if stress and distraction would normally prevent him from doing so. In addition, he also gains the Scent ability out to a range of 30 feet.

Dolphin's Grace (Ex): The ranger receives a +4 bonus to Swim checks, and gains a Swim speed equal to his base land speed. In addition, he may take 10 when making such a check even if stress and distraction would normally prevent him from doing so.

Rabbit's Legs (Ex): The ranger receives a +4 bonus to Jump checks, he may take 10 when making such a check even if stress and distraction would normally prevent him from doing so. In addition, he only needs to move 10 feet to gain the benefits of a running start for any jump check.

Ferret's Tenacity (Ex): The ranger receives a +4 bonus to Tumble checks, he may take 10 when making such a check even if stress and distraction would normally prevent him from doing so. In addition, he may charge in situations where others cannot. He may charge over difficult terrain that normally slows movement or allies blocking his path. This ability enables the ranger to run down steep stairs, leap down from a ledge, or to tumble over tables to get to his target. Depending on the circumstance, he may still need to make appropriate checks (Jump or Tumble checks, in particular) to successfully move over the terrain.

Hawk' Eyes (Ex): The ranger receives a +4 bonus to Spot checks, he may take 10 when making such a check even if stress and distraction would normally prevent him from doing so. In addition, he only takes a -1 penalty to Spot checks per 20 feet of distance of the target, and the iterative penalty for increasing range increments to range attacks is lowered to -1.

Monkey's Grip (Ex): The ranger receives a +4 bonus on Climb checks, he may take 10 when making such a check even if stress and distraction would normally prevent him from doing so. In addition, he gains a Climb speed equal to his base land speed.

Panther's Step (Ex): The ranger receives a +4 bonus to Move Silently checks, he may take 10 when making such a check even if stress and distraction would normally prevent him from doing so. In addition, you can walk without leaving behind any but the most subtle marks. The Survival DC to track you increases by 5 (or 10 if you move at half speed to hide your trail), and you ignore any penalties on your Move Silently checks incurred by noisy or very noisy terrain.

Raven's Cunning (Ex): The ranger receives a +4 bonus to Craft checks when constructing an object entirely out of natural materials (such as stone, wood, plant, poison, or animal parts, but excluding metal or glass), he may take 10 when making such a check even if stress and distraction would normally prevent him from doing so. In addition, when making such a craft check you do not need to expend any cost for resources, and may make progress by the day in silver pieces, and progress by the week in gold pieces.

Snake's Prowl (Ex): The ranger receives a +4 bonus to Hide checks, he may take 10 when making such a check even if stress and distraction would normally prevent him from doing so. In addition, he can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

Turtle's Stability (Ex): The ranger receives a +4 bonus to Balance checks, he may take 10 when making such a check even if stress and distraction would normally prevent him from doing so. In addition, he gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground.

Wolf's Ears (Ex): The ranger receives a +4 bonus to Listen checks, he may take 10 when making such a check even if stress and distraction would normally prevent him from doing so. In addition, the ranger can use Listen to notice the presence of an invisible creature (generally opposed by a Move Silently check). If the character beats the DC by 10 or more, he or she can pinpoint the location of the invisible creature, though it still maintains total concealment from the character.

Wilderness Trapfinding (Ex): At 1st level the ranger can use the Search skill to locate and disarm wilderness traps or traps without complicated moving parts when the task has a Difficulty Class higher than 20. He may use the Survival skill to disarm such traps. If he beats a trap's DC by 10 or more with a Survival check he can study a trap, figure out how it works, and bypass it (with his party) without disarming it.

Aspect of the Hunter: At 2nd level, the ranger gains a Aspect from the list below. He may select an additional aspect at 4th level and every two levels thereafter. A aspect cannot be selected more than once unless it states otherwise.

Armored Mobility (Ex): The ranger's armor check penalties and maximum dexterity from worn armor are both improved by two, and medium armor worn by the ranger is treated as light armor for the purpose of movement and running capabilities. A ranger loses this benefit when wearing heavy armor or when carrying a medium or heavy load.

Communion (Ex): The ranger may Speak with Animals or Plants as the spell at will as an extraordinary ability. His caster level is equal to his ranger level.

Deadly Aim (Ex): The ranger may apply precision based effects and abilities to a range attack out to a range equal to his weapons range increment, or 30 feet, whichever is greater. This includes precision based effects of feats as well. Examples include Deadly Strike, Point Blank Shot, and Sneak Attack.

Extended Range (Ex): After all multipliers have been applied, a ranger adds 20 feet to the range increment of bows or crossbows, and 10 feet to throwing weapons she uses. This ability may be selected multiple times, its effects stack.

Fast Movement (Ex): A ranger gains a +10 foot enhancement bonus to her base land speed. A ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. This ability may be selected multiple times, its effects stack.

Favored Enemy (Ex): Choose a creature type. The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, Survival, and appropriate Knowledge checks when using these skills against creatures of this type, and he gets a +2 bonus on damage rolls against such creatures. Available enemies are: Aberration, Animal, Construct, Dragon, Elemental, Fey, Giant, Humanoid (subtype), Magical Beast, Monstrous Humanoid, Ooze, Outsider (subtype), Plant, Undead, and Vermin. This ability may be selected multiple times, each time choosing a new type of creature. Each time the ranger selects a Favored ability, all previously selected bonuses of all Favored abilities increase by two.

Favored Rival (Ex): Choose a organization. The ranger gains +2 bonus on Bluff, Decipher Script, Intimidate, Gather Information, Knowledge (Geography and Local), and Sense Motive checks, made against and pertaining to known affiliations of that organization, along with +2 Dodge bonus to Armor Class bonus against members of this group. Available rivals are: Country's (subtype), Churches (subtype), Governments (subtype), Guilds (subtype), Houses (subtype), Organizations (subtype). This ability may be selected multiple times, each time choosing a new type of organization. Each time the ranger selects a Favored ability, all previously selected bonuses of all Favored abilities increase by two.

Favored Terrain (Ex): Choose a terrain type. The ranger gains a +2 bonus to Climb, Hide, Knowledge (Dungeoneering and Nature), Listen, Move Silently, Search, Spot, and Survival checks, as well as +2 bonus on attack rolls made within his favored kind of terrain. Available terrains are: Arctic, Deserts, Forests, Hills, Mountains, Plains, Planar (subtype), Skies, Seas, Swamps, Underground, and Urban. This ability may be selected multiple times, each time choosing a new type of terrain. Each time the ranger selects a Favored ability, all previously selected bonuses of all Favored abilities increase by two.

Greater Wild Soul (Sp): A ranger gains the abilities to cast more advanced natural spells. He may select a 2nd level spell from the druid's spell list. He may cast this ability two times per day with a caster level equal to his ranger level. The DC of this ability is based on his Wisdom. This ability may be selected multiple times, each time selecting a new spell to learn. This ability requires the ranger to have a Wisdom score of at least 12, and has previously selected Wild Soul.

Hide in Plain Sight (Ex): A ranger can use the Hide skill even while being observed in any sort of natural terrain. A ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Improved Deadly Strike (Ex): The ranger gains an additional +1d6 damage to his Deadly Strike ability. This ability may be selected multiple times.

Improved Wilderness Trapfinding (Ex): A ranger that comes within 10 ft. of a trap within the boundaries of the wilderness trapfinding ability may make a search check as if he was actively searching for it.

Lesser Wild Soul (Sp): A ranger gains the abilities to cast some basic natural spells. He may select a number of cantrips from the druid's spell list equal to his wisdom modifier (minimum 1). He may cast these spells at will as spell-like abilities with a caster level equal to the rangers level. The DC of these abilities are based on Wisdom. This ability may be selected multiple times, each time selecting new cantrips to learn. This ability requires the ranger to have a Wisdom score of at least 11.

Major Wild Soul (Sp): A ranger gains the abilities to cast more advanced natural spells. He may select a 3rd level spell from the druid's spell list. He may cast this ability twice per day with a caster level equal to his ranger level. The DC of this ability is based on his Wisdom. This ability may be selected multiple times, each time selecting a new spell to learn. In addition, he gains an additional use of all other spell-like abilities gained from Wild Soul, Greater Wild Soul and Major Wild Soul each day. This ability requires the ranger to have a Wisdom score of at least 13, and has previously selected Greater Wild Soul.

Natural Prodigy (Sp): A ranger gains the abilities to cast more advanced natural spells. He may select a 4th level spell from the druid's spell list. He may cast this ability twice per day with a caster level equal to his ranger level. The DC of this ability is based on his Wisdom. This ability may be selected multiple times, each time selecting a new spell to learn. In addition, he gains an additional use of all other spell-like abilities gained from Wild Soul, Greater Wild Soul and Major Wild Soul each day. This ability requires the ranger to have a Wisdom score of at least 14, and has previously selected Major Wild Soul.

Swift Stride (Ex): A ranger can move through any sort of terrain that slows movement (such as undergrowth, rubble, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. This ability does not let her move more quickly through terrain that requires a Climb or Swim check to navigate, nor can she move more quickly through terrain or undergrowth that has been magically manipulated to impede motion. A ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Swift Tracker (Ex): A ranger can move at his normal speed while following tracks without taking the normal -5 penalty. He takes only a -10 penalty (instead of the normal -20) when moving at up to twice normal speed while tracking. A ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Trackless Step (Ex): A ranger leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired. A ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load.

Wild Empathy (Ex): A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person. The ranger rolls 1d20 and adds his ranger level and his Charisma Bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a -4 penalty on the check.

Wild Healing (Ex): A ranger with at least 1 rank in Survival can use natural materials found in the wilderness to heal wounds. The ranger makes a DC 15 Survival check representing 1 hour of searching for and preparing roots, rare leaves, berries, and other such materials for a natural bew or poultice. Once the subject ingests or applies the concoction (As appropriate), the ranger makes a DC 10 Heal check. The subject recovers 1d4 hit points, plus an additional 1d4 hit points for every 5 points by which the result exceeds 10. Wild healing affects a single subject per attempt, and the same subject benefits from the concoction only once per day equal to the rangers Wisdom modifier (minimum 1).

Wild Soul (Sp): A ranger gains the abilities to cast more advanced natural spells. He may select a 1st level spell from the druid's spell list. He may cast this ability two times per day with a caster level equal to his ranger level. The DC of this ability is based on his Wisdom. This ability may be selected multiple times, each time selecting a new spell to learn. This ability requires the ranger to have a Wisdom score of at least 11, and has previously selected Lesser Wild Soul.

Danger Sense (Ex): At 3rd level, the ranger gains a +1 bonus on Initiative checks and on spot checks made to notice other creatures at the beginning of an encounter. At 7th level and every four levels thereafter these bonuses improve by one, to a maximum of +5 at 19th level.

Uncanny Dodge (Ex): Starting at 3rd level, a ranger can react to danger before her senses would normally allow her to do so. She retains her Dexterity bonus to AC (if any) even if she is caught flat-footed or struck by an invisible attacker. However, she still loses her Dexterity bonus to AC if immobilized.

Evasion (Ex): At 7th level, a ranger can avoid even magical and unusual attacks with great agility. If he makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if the ranger is wearing light armor or no armor. A helpless ranger does not gain the benefit of evasion.

Quick to Arms (Ex): At 11th level, the ranger knows full well to keep an eye open when he sleeps, and on the rare occasions he is surprised at all, he is quick to react. The ranger gains his wisdom modifier (if positive) as a bonus to initiative checks in addition to his dexterity bonus (if any), and may rise from a prone position as a swift action that does not draw attacks of opportunity. A ranger loses this benefit when wearing medium or heavy armor or when carrying a medium or heavy load. The ranger no longer takes penalties on listen checks while sleeping.

Improved Uncanny Dodge (Ex): At 15th level and higher, a ranger can no longer be flanked. This defense denies another ranger or rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more ranger or rogue levels than the target does ranger levels. If a character already has uncanny dodge from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum ranger or rogue level required to flank the character.

Improved Evasion (Ex): Starting at 19th level, this ability works like evasion, except that while the rogue still takes no damage on a successful Reflex saving throw against attacks henceforth she takes only half damage on a failed save. A helpless rogue does not gain the benefit of improved evasion.

Religion: Though a ranger gains his divine spells from the god Kephrana, he need not worship him, nor any other deity. Despite this freedom, most rangers do pay homage to Kephrana, Lord of Nature or Sharka, Master of the Hunt.

Other Classes: Rangers get along well with druids and to some extent with the wild barbarians.

Combat: In combat how a Ranger fights is dependent on his choosen fighting style; an archer strikes at range and stays away from melee. Others charge into melee using fists or on horse back using speed to enhance their attacks. Some use two weapons, enabling them to attack with more power, at the cost of accuracy.

Advancement: A Ranger can go down several paths, some master the land and become Nomadic Blade, while others hone there battle prowess and become Warblades. Newesti Rangers also have the oppertunity to become Estikarn Seekers.